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#version 330 core
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layout (location = 0) in vec3 aPos;
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uniform mat4 projection;
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uniform mat4 view;
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out vec3 WorldPos;
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void main()
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{
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WorldPos = aPos;
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mat4 rotView = mat4(mat3(view));
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vec4 clipPos = projection * rotView * vec4(WorldPos, 1.0);
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gl_Position = clipPos.xyww;
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}
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